Alpha Tests Thread

Keldorn

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I had the ethereal dagger in my hand because my bags were full, but it still went fine after the third try.


Monsters seem to make death sounds/slain notifications once for every player on the server

I.E. 3 players = 3 slain notifications
 

Dridmar

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There's a bug with Umulak. Something is blocking the cave exit and the beetles are giving less exp for some reason. :(

Haha
 

FER

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Do the golden beetles have their damage multiplier fixed.
 

SilentDeath

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Sometimes I get fire or other textures on water seen on smugglers_cove and Gert_forest firewater.jpg Might be related text bug as I had that affecting me at the time. And on the text bug I got it a few times mostly after the server crashed or changelevel map switch.

Also you can use the shadowfire and unholy sword right click abilities while sitting.
 

Dridmar

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While talking to the orc smith I got
CHAT_STEP4 and CHAT_STEP5
 

Keldorn

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That happens pretty commonly if multiple people talk to the smith at once.
 

Keldorn

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Sorc_villa map description text says "Shahaddar Village" and refers to "Shahaddar" Orcs.
 

Thothie

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Dridje said:
While talking to the orc smith I got
CHAT_STEP4 and CHAT_STEP5
Meh, he's still on the older system - I'll put some "if !BUSY_CHATTING" flags in there that should cut down on it. Finven, the alchemist, and the banker are on the new system.

Keldorn said:
Sorc_villa map description text says "Shahaddar Village" and refers to "Shahaddar" Orcs.
Map side... Shall fix. Reminds me that I've not fixed those transitions yet either... >_>

Prob put up another alpha pack soon - just the modded DLLs.
 

Thothie

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Should be a new alpha pack in the PM boxes of the "third party" testers. I may have missed some folks though. It's a full alpha pack - doesn't require the first one. Thanks to the superior filespace provided by RKS, it should be a quicker download this time around.
 

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Did a little testing with all the polearms.

Once I got killed by a skeleton warrior while blocking with the quarter staff and couldn't move for about 20 seconds when I respawned. Tried to duplicate but couldn't.

Pharaoh spear : Wild boar is too large to be affected by force cage. Works fine on every other critters I tested with though.

+back +use attack range is about as short as hugger dagger. Intended?
 

Thothie

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HumanSteak said:
+back +use attack range is about as short as hugger dagger. Intended?
More or less. It's intended for when a single opponent has you up against a wall and you need time to edge away, or stunning an enemy who is too large for your character to push away.
 

Keldorn

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Still having problems chucking spears at big monsters like juggernauts and thunderfists.

Something seems very messed up with polearm blocking.

- Stops blocking once you get hit
- Includes polearm spin, spin noise persists
- Lightning block persists after you stop spinning the polearm (This is really awesome, but probably a bug)


Minor spelling error in the achieved message: achived instead of achieved.


Also:

Is there something I am missing about the sword of +5 forum rage? I can't seem to find many good uses for it.
 

FER

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Big monsters always had problems with their hitboxes, just take a look at Maldora's pet or the bear gods you pretty much slash them from within their intestinal track.

That would be cool, more accurate hitboxes.
 

Thothie

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I canna duplicate the hitbox issue under the current models. :/

sorc_jugger_hitboxes.gif
Ya sure the model updated when ya patched? Should be modded 12/2.

- Stops blocking once you get hit
- Includes polearm spin, spin noise persists
- Lightning block persists after you stop spinning the polearm (This is really awesome, but probably a bug)
Hrmm... Must a messed it up since the last Alpha somehow - shall have to examine. Likely related to the fixing of the "throwing when sitting" thing.
 

Keldorn

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Loaded Lodagond-3 from Lodagond-2.

Got stuck in an error cycle of:

Unhandled Exception While Deallocating Memory

and

Unhandled Exception While Allocating Memory

As soon as I loaded my character.

Loaded Lodagond-3 again, didn't happen, don't know how to duplicate.
 

Keldorn

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Okay, just loaded lodagond-4 from lodagond-3, got stuck in the same cycle.
 

Keldorn

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After reloading the map, defeated Maldora, crashed to menu when artifact chest was supposed to spawn.

Got this message in console


Host_Error: PF_MessageEnd_I: Refusing to send user message HUDInfoMsg of 198 bytes to client, user message size limit is 192 byte
 

Thothie

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Bugger... Memory deallocation errors are bitch to track down, seems any other sort of error can cause them. Of course, most commonly it happens when you try to transition maps without disconnecting - but should only be an issue with multiple clients.

Erasing arrays seems to like to cause it too, but the patch I sent out didn't have any new array functions (though the next one will).

Oh yeah - if you've been playing with your stats a lot, this may also cause memory deallocation errors, but only if you've gone over 60 or so.

Host_Error: PF_MessageEnd_I: Refusing to send user message HUDInfoMsg of 198 bytes to client, user message size limit is 192 byte
Usually means the game's trying to send too much text to you, either in console or HUD. Hrmmm...
 

Keldorn

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Thothie said:
Oh yeah - if you've been playing with your stats a lot, this may also cause memory deallocation errors, but only if you've gone over 60 or so.

Not the case, the character I'm using is just level 40 in all skills except spellcasting, which is at 29.

Basically a maxed out character. (unless the cap is increased)

Usually means the game's trying to send too much text to you, either in console or HUD. Hrmmm...

Ah, I think I see what went wrong.

If that's the case people won't run into the problem during regular gameplay, provided that they're not the server owner, and that they don't have the developer cvar set to 1 or 2.

Will test a few more times to be sure.
 

Keldorn

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Yep, didn't crash with developer set to 0. (Note: This is the command open to anyone, it just shows stuff like where your exp goes, etc.)

EDIT: (Just crashed on a run with it set to 2, having developer mode on also seems to cause it to crash)

I suspect that the crashes were due to the artifact chest having a really long list of items.

Anyway, it seems that polearms do ridiculously high damage to breakable objects.

Tested on the pillars on lodagond-3, and the bludgeon-heart-thing.

Destroyed them in a single hit.
 

Thothie

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I *think* it'll always do max damage to a breakable object, as it can't determine the distance, unless the object has an Origin brush (usually not the case with breakables).

In the final release, the developer debugs will be disabled (actually disabling the whole debug system in a new fashion, which seems to help an awful lot with the CPU hit [turned out to be like a 20-30% reduction]).

I can't recall if the Artifact chest normally lists its contents to the public though - might be an issue if it does. It outputs a bunch of debugs to the chatlog as well, but they shouldn't risk the message crash, as it doesn't pass to clients.
 

Thothie

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In regards to hitboxes...

Blarg... I went back in and tested the hitboxes again, and while I *thought* I fixed it (was behaving all nicely), I noticed I can't hit the buggers for the life of me from a distance.

I even tried this:
sorc_hitbox2.gif

...and it actually made it even worse. ><

I've a feeling the hitboxes have nothing to do with it, and there's something else that needs to be done here. Either that, or Half-life just has trouble with large hitboxes, in which case whale hunters are boned... Undamael's always seems to work pretty good though - and the part of him you can hit (monsters/undamael_hitbox.mdl) is nothing but hitbox. :/
 

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Is a lot of that debug code in the monster spawns? the reason why some servers can lag horribly on certain spawn heavy maps like old_helena.
 
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